Mods / Synergy
- Tags:
- Author:
- Zaldaryon
- Side:
- Both
- Created:
- Apr 25th at 2:02 AM
- Last modified:
- Jun 25th at 11:50 AM
- Downloads:
- 8932
-
Recommended download (for Vintage Story 1.22.0 - 1.22.3):
Synergy-1.1.24.zip 1-click install
Coordinated server-side performance and fluidity optimizations for Vintage Story. Reduces TPS overhead, bandwidth, and GC pressure while improving multiplayer smoothness.
Works as server-only or with both client+server installed. Clients are not required - but installing on both enables delta position encoding (~70% bandwidth reduction). Compatible with Tungsten and OptiTime.
All 15 optimizations are individually toggleable. Runtime circuit breaker with auto-fallback to vanilla on any error.
Optimizations
Server-Side Performance (9)
- Entity Activation Range - Skip ticking entities beyond 48 blocks of any player (whitelisted behaviors still tick)
- Collision Fast-Path - Skip collision resolution for stationary entities with zero motion
- Network Flush Consolidation - Batch small TCP packets into fewer SendAsync calls per tick
- Block Tick Pooling - Pool 512 BlockPos objects per thread in random tick loop
- Inventory Dirty Scan - Skip full inventory iteration when nothing has been modified
- Pathfinding Node Pooling - Pool 4096 PathNode objects per thread (transpiler, zero heap allocs)
- Pathfinding Distance Throttle - Reduce pathfinding frequency based on distance to player
- Repulse Agents Throttle - Throttle O(N²) repulsion checks for distant entities
- AI Brain Tick Throttle - Distance-based AI evaluation LOD (DEAR formula)
Server-Client Fluidity (6)
- Entity Tracking Hysteresis - Speed-proportional buffer zone prevents entity pop-in flickering
- Distance-Based Send Frequency - 15Hz for distant entities, stationary suppression
- Attribute Sync No-Op Skip - Skip unnecessary full tree resyncs on no-op RemoveAttribute calls
- Entity Spawn Priority Ordering - Nearest entities appear first after teleport/login
- Entity Load Budgeting - Eliminate login/teleport frame spikes (5 entities/tick budget)
- Delta Position Encoding - Varint/zigzag delta encoding (~70% bandwidth reduction with Synergy client)
Built-in Diagnostics
Per-optimization measurement framework. See exactly how much each optimization saves:
/synergy diag all on- enable counters (auto-dumps every 5 min to server log)/synergy diag all dump- print stats immediately/synergy stats- live metrics (entities, AI throttle %, bandwidth saved)
Real measurements from a dedicated server session (~2 min, 1 player, ~234 entities):
| Optimization | Metric | Result |
|---|---|---|
| Entity Activation Range | Entities sleeping | 68% of ticks saved |
| AI Brain Throttle | StartNewTasks skipped | 62% CPU saved |
| Network Flush | Packets consolidated | 80% (1263 buffered, 302 passthrough) |
| Delta Encoding | Bandwidth reduction | 70% (~56 KB/s saved) |
| Repulse Throttle | O(N²) checks skipped | 69% at distance |
| Send Frequency | Position packets saved | 29% bandwidth |
| Tracking Hysteresis | Flicker prevented | 96% of boundary entities kept |
| Pathfinding Pool | Heap allocations | 100% reuse (3352 nodes pooled) |
| Inventory Scan | Scans skipped | 100% while idle |
| Block Tick Pool | Heap allocations | 100% reuse |
Combined: ~68% entity tick reduction, ~70% position bandwidth reduction, 80% TCP syscall reduction, 100% pathfinding GC elimination.
Safety
- Circuit breaker: each optimization auto-disables after 5 errors, falls back to vanilla
- Conflict detection: checks Harmony.GetPatchInfo() before patching - skips if another mod is there
- Graceful degradation: all prefixes return true (run vanilla) on any unexpected exception
- No client-side requirement: works with vanilla clients (delta encoding is optional enhancement)
Commands
/synergy- show optimization status + circuit breaker health/synergy stats- live metrics (entities, AI throttle, bandwidth)/synergy all on|off- toggle all optimizations (restart required)/synergy <opt> on|off- toggle individual optimization/synergy reload- reload config from disk/synergy diag [all|<module>] [on|off|dump|reset]- per-optimization diagnostics
Compatibility
Compatible with most mods. Harmony conflicts are auto-detected - Synergy skips its patch when another mod already patches the same method. Verified compatible with Tungsten, OptiTime, and 200+ content mods.
License
Copyright (c) 2026 Zaldaryon - All Rights Reserved
Synergy - Coordinated optimizations so your server runs smoother.
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.24 | synergy | 1381 | Jun 25th at 11:50 AM | Synergy-1.1.24.zip | 1-click install | ||
|
Fixes hostile mobs rendering at stale positions after burst packet loss. ACKs are now exact per-datagram: when a snapshot generation splits across multiple UDP datagrams, receiving one datagram no longer acknowledges entities in a lost sibling. Entity baselines promote only when the exact datagram carrying that entity is acknowledged. | |||||||
| 1.1.23 | synergy | 216 | Jun 24th at 1:49 PM | Synergy-1.1.23.zip | 1-click install | ||
|
Fix delta encoding cumulative ack advancing when any entity in the batch could not be applied. Prevents stationary mobs from appearing at stale positions after packet loss. | |||||||
| 1.1.22 | synergy | 302 | Jun 22nd at 5:41 PM | Synergy-1.1.22.zip | 1-click install | ||
|
Fix dropped items spinning forever after landing. Exclude EntityItem from delta position encoding, distance-based send frequency throttling, and collision fast-path. Integer quantization in delta encoding introduced sub-pixel Y offsets that broke client-side collision detection. Includes v2 ack-based delta protocol for all other entity types. Automated integration test harness for packet-loss testing. | |||||||
| 1.1.21 | synergy | 361 | Jun 20th at 12:22 AM | Synergy-1.1.21.zip | 1-click install | ||
|
The AI brain throttle now keeps full-rate AI for tasks whose urgency does not depend on how far away a player is:
Diagnostics: the | |||||||
| 1.1.20 | synergy | 119 | Jun 19th at 6:16 PM | Synergy-1.1.20.zip | 1-click install | ||
|
Load-adaptive activation range and AI throttle.
Config: AdaptiveRangeEnabled (true), AdaptiveRangeMinBlocks (16), AdaptiveRangeThresholdMs (200) | |||||||
| 1.1.19 | synergy | 92 | Jun 19th at 1:18 PM | Synergy-1.1.19.zip | 1-click install | ||
|
Fixed crafting output desync. The InventoryDirtyScan optimization was skipping dirty slot sync for the crafting grid because vanilla's FindMatchingRecipe() writes to dirtySlots directly without calling MarkSlotDirty(). Players could see the craft output appear briefly then vanish, making items uncraftable until another inventory event triggered the sync. Added postfix patches on FindMatchingRecipe and ConsumeIngredients to properly signal dirty state. | |||||||
| 1.1.18 | synergy | 226 | Jun 18th at 12:55 PM | Synergy-1.1.18.zip | 1-click install | ||
|
Fix invisible entities (dropped items, FallingTree) for remote clients when delta encoding is active.
| |||||||
| 1.1.17 | synergy | 125 | Jun 17th at 7:30 PM | Synergy-1.1.17.zip | 1-click install | ||
|
Fix VSVillage compatibility: entities from the vsvillage mod are now excluded from activation range sleeping, AI brain throttle, and repulsion throttle. Their custom pathfinding and AI tasks require full ticking to function. Also includes translations for 11 missing i18n keys across all 30 languages. | |||||||
| 1.1.16 | synergy | 627 | Jun 10th at 10:43 AM | Synergy-1.1.16.zip | 1-click install | ||
|
Fixed block tick pooling NullReferenceException that occurred under high time speed or heavy block tick load. Pool reset now guards against overwriting in-flight entries awaiting main thread consumption. Added FluidBlockPos pool for correct fluid block dispatch. | |||||||
| 1.1.15 | synergy | 230 | Jun 8th at 11:44 PM | Synergy-1.1.15.zip | 1-click install | ||
|
Fix NullReferenceException spam in BlockSoil.OnServerGameTick when Block Tick Pooling is active. The pooled BlockPos was being passed by reference into BlockPosWithExtraObject, creating a race condition where the position could be overwritten before the main thread consumed it. Additionally, the Activator.CreateInstance path for constructing the wrapper object was fragile with private nested types. Changes:
| |||||||
| 1.1.14 | synergy | 152 | Jun 8th at 2:45 PM | Synergy-1.1.14.zip | 1-click install | ||
|
Fixes a client hard-freeze when Synergy clients approach areas with high entity density (10+ traders/NPCs in one spot). Changes:
| |||||||
| 1.1.13 | synergy | 387 | Jun 4th at 10:32 PM | Synergy-1.1.13.zip | 1-click install | ||
|
Sleeping entities with AI (taskai behavior) now maintain their running tasks via ProcessRunningTasks, preventing timer corruption in mods like VSVillage that use ElapsedMilliseconds for internal state tracking. What was fixed:
Compatibility:
| |||||||
| 1.1.12 | synergy | 850 | May 25th at 3:17 PM | Synergy-1.1.12.zip | 1-click install | ||
|
Fix infinite heightmap building loop when used with Farseer mod and no players online.
| |||||||
| 1.1.11 | synergy | 366 | May 23rd at 1:12 AM | Synergy-1.1.11.zip | 1-click install | ||
Fix
Root CauseSmoke entities rely entirely on | |||||||
| 1.1.10 | synergy | 337 | May 19th at 10:00 PM | Synergy-1.1.10.zip | 1-click install | ||
|
Fixed AttributeSyncResyncPrevention causing players to get stuck on mounts (spinning wheels, rafts, etc). The optimization was converting RemoveAttribute into partial delta updates, but the client's PartialUpdate(path, null) code path does not fire OnModified listeners. This prevented client-side mount state machines (updateMountedState) from reacting to attribute removal. Fix: only skip RemoveAttribute when the key doesn't exist (no-op removal). When the key exists, vanilla handles it with full resync — required for client listener notification. | |||||||
| 1.1.9 | synergy | 340 | May 16th at 4:03 PM | Synergy-1.1.9.zip | 1-click install | ||
What's NewFull diagnostic system for all 15 optimizations:
Bug fixes:
| |||||||
| 1.1.8 | synergy | 308 | May 15th at 10:17 AM | Synergy-1.1.8.zip | 1-click install | ||
|
Remove GC sustained low latency mode (GcSustainedLowLatencyEnabled). Setting SustainedLowLatency on long-running servers risks unbounded heap growth. GC diagnostics logging remains for admin visibility. | |||||||
| 1.1.7 | synergy | 112 | May 15th at 12:52 AM | Synergy-1.1.7.zip | 1-click install | ||
|
Removed auto-save optimization (caused SQLite transaction crash on chunk thread after server resume). 15 optimizations remain unaffected. | |||||||
| 1.1.6 | synergy | 207 | May 13th at 11:40 PM | Synergy-1.1.6.zip | 1-click install | ||
New Server Optimizations
New Client-Server Features
Bug Fixes
| |||||||
| 1.1.5 | synergy | 151 | May 13th at 2:40 PM | Synergy-1.1.5.zip | 1-click install | ||
|
- Removed BlockTickPooling — race condition between producer/consumer threads made it unsafe | |||||||
| 1.1.4 | synergy | 541 | May 8th at 12:08 PM | Synergy-1.1.4.zip | 1-click install | ||
| |||||||
| 1.1.3 | synergy | 736 | Apr 30th at 10:38 AM | Synergy-1.1.3.zip | 1-click install | ||
|
Bug
New features
New config options
| |||||||
| 1.1.2 | synergy | 115 | Apr 30th at 12:53 AM | Synergy-1.1.2.zip | 1-click install | ||
| |||||||
| 1.1.1 | synergy | 398 | Apr 26th at 7:42 PM | Synergy-1.1.1.zip | 1-click install | ||
Fix
Safety
| |||||||
| 1.1.0 | synergy | 153 | Apr 26th at 3:17 PM | Synergy-1.1.0.zip | 1-click install | ||
|
New optimization:
Fixes:
| |||||||
| 1.0.0 | synergy | 89 | Apr 26th at 12:51 PM | Synergy-1.0.0.zip | 1-click install | ||
Server Performance (7)
Multiplayer Fluidity (4)
Safety
| |||||||

Getting a warning "10.7.2026 03:23:19 [Server Warning] [Synergy] PathfindingPool: Transpiler found no PathNode constructors to replace — IL may have changed"
This is with Optimum (client, not mod) and Stratum server, but I thought I should report it.
If you have Stratum server, I've implemented almost all of my optimizations from tungsten and synergy (I am a collaborator there). you need to only let the Delta position encoding enabled. But if you don't want to - you can ignore the warning.
<3
hi and sometimes we cant craft. The craft output just bugged we can put items on the crafting grid but we cant take the result. It just exist for like quarter of a second then disappear on the grid.
Please check if 1.1.19 has it fixed, it worked for me.
Thank you <3
its still having the bug
@MiseryAwoof yeah still have a bug sometimes when i split the item to half inventory system just bugged so bad we cant craft and entire item bugged sometimes its vanishes and this is also effects other players for no reason.I think this is vanilla bug cause even disabling synergy not fix it and too many mods maybe cause that
Edit:Using optitime looks like fixes that issue. W mod dev is the best <3
yeah that's a vanilla bug iirc
I had this bug even on single without this mod so i dont think its this mod fault, maybe vanilla? or other mod, bcs i have like 70 mods
hey Buraak and Lamatu! Try 1.1.18, it should be fixed with the config enabled now.
You fixing the invisible entity bug is quite literally a godsend lmao, me and 2 of my friends were tweaking out trying to figure out what was causing it, synergy never actually came up as a reason why because of all the other wonderful changes, You're a hero ^.^
<3
thank you for your work you are the best <3
<3
Thanks for the update. I tested version 1.1.18 with my friend (he is the host) with the config enabled again. The issue is partially fixed because the dropped items are no longer completely invisible. However there is a new visual bug on the client side. Sometimes dropped items fall to the ground normally and are perfectly visible. But most of the time when I drop an item it gets stuck hovering and spinning in mid air right at the players hand level. Its just a visual glitch and cannot be picked up, actual item drops to the ground exactly where it was supposed to go but i can't see that. The host sees it on the ground normally, and if I walk over to that specific spot on the ground, I can pick it up.
phew! that was a tough one. I was able to reproduce it clearly and fixed it in 1.1.22. Please check and tell me if it works for you
I had this issue while using synergy together with FallingTree, FallingEcoMachina, FallingSpawnManager, vsecomachina, OptiTime and Tungsten. When i dropped items they were invisible on my client, but the host could see them normally. Also with the FallingTree mod the falling tree animation was invisible for me, but again the host could see it normally.
i tried turning off these first:
DistanceBasedSendFrequencyEnabled
EntityTrackingHysteresisEnabled
EntitySpawnPriorityOrderingEnabled
but that did not fix it.
Then i only changed this
DeltaEncodingEnabled: false
and that fixed the issue. Dropped items became visible again and the FallingTree falling tree animation also started showing normally on the client.
Everything else in the synergy config is still true.
Hi on my server when other player drop item we cant see it but we can take it.My item drops works fine as a server owner.
disabling ''DeltaEncodingEnabled: false'' in ModConfig/Synergy.json fixed it for me
I've been doing some debugging for a server project I'm working on, and I discovered that Block Tick Pooling causes "NullReferenceException" spam in the console, but I only noticed it while also using Terrain Slabs and Terra Prety so far. Disabling Block Tick Pooling in the config fixes it. It looks like the IL patch might be losing or nullifying the out parameter during the loop. I have far less technical knowledge though, take me with a grain of salt lol.
Love the mod btw, it makes multiplayer 100x more tolerable.
pls check if that's fixed in 1.1.15! Doesn't look like it was caused by Terrain Slabs or Terra Prety tho.
I tested on the server, issue still seems to happen if I turn Block Tick Pooling back on. I've been testing by turning up the time speed so it happens often enough I don't have to wait ages to see if i got it setup right haha.
ok. I tested it locally with this new fix and no crashes. check the 1.1.16, pls.
Not entirely sure what is the issue but on my server having Synergy installed client side results in folks hard freezing when near too many traders/npcs.
It could be the sheer density of my server's modlist/having like 10+traders RP NPCs in one spot but any looks at crash logs doesn't seem to give any info
(Especially since it doesn't even give us a log to begin with. It's a perpetual freeze/hang).
All I do know is when I had clients remove Synergy from their personal mod folder, they could play again.
It should be fixed now in 1.1.14!
Wow! I wasn't expecting such a speedy response. Thank you so much! 🙏
Hey! Just wanted to give some user feedback about compatibility between this mod and the mod I develop for, VSVillage....apparently this mod makes the villagers quite brain-dead and they will wander away from their intended tasks and locations. I was wondering if it was possible to get some exceptions added for VSvillage's villagers? The source code for VSvillage and all its pathfinding and AI tasks is up on github.
But yeah, had a growing number of reports about villagers just starting to act 'strange' for no discernable reason and one user cracked the issue yesterday, removed this mod and saw an immediate change.
Thank you for your time <3
Hey, so I think I figured out how to handle this on my side by adding an exclusion into the entities. I'll let you know if there is any further followup needed once QA gets back to me.
it was the AI Brain Throttle optimization. I added some safeguards in 1.1.13. You can check that version and if it doesn't help, just disable ai brain throttle altogether.
Another thing that may need to be peeked at is, I've noticed with Synergy and Farseer (https://mods.vintagestory.at/show/mod/22371), while no one's online on the server I help manage, it seems to be continually trying to build heightmaps. Removing Synergy and restarting the server, the behavior stops. I'm not sure what interaction is causing it, but it's looping something.
Edit: This is also a fresh copy of the log after restarting the server before sleeping six hours ago, so it's not something that stops over time, it seems. It was cycling all night.
[39;49m23.5.2026 15:27:23 [Server Notification] [farseer] Building heightmaps for 1 faraway region(s)..
[39;49m23.5.2026 15:27:31 [Server Notification] [farseer] Building heightmaps for 1 faraway region(s)..
[39;49m23.5.2026 15:27:36 [Server Notification] [Synergy] Stats: 0 active, 3 sleeping, 83% AI throttled, 0 delta clients
[39;49m23.5.2026 15:27:39 [Server Notification] [farseer] Building heightmaps for 1 faraway region(s)..
[39;49m23.5.2026 15:27:47 [Server Notification] [farseer] Building heightmaps for 1 faraway region(s)..
[39;49m23.5.2026 15:27:55 [Server Notification] [farseer] Building heightmaps for 1 faraway region(s)..
[39;49m23.5.2026 15:28:03 [Server Notification] [farseer] Building heightmaps for 1 faraway region(s)..
[39;49m23.5.2026 15:28:12 [Server Notification] [farseer] Building heightmaps for 1 faraway region(s)..
[39;49m23.5.2026 15:28:20 [Server Notification] [farseer] Building heightmaps for 1 faraway region(s)..
[39;49m23.5.2026 15:28:28 [Server Notification] [farseer] Building heightmaps for 1 faraway region(s)..
[39;49m23.5.2026 15:28:36 [Server Notification] [farseer] Building heightmaps for 1 faraway region(s)..
[39;49m23.5.2026 15:28:36 [Server Notification] [Synergy] Stats: 0 active, 3 sleeping, 83% AI throttled, 0 delta clients
[39;49m23.5.2026 15:28:44 [Server Notification] [farseer] Building heightmaps for 1 faraway region(s)..
Gotcha, thanks for the feedback! Check if 1.1.12 fixes that.
Hi! I've encountered an issue with excessive smoke entity spawning. I contacted the developer of the real smoke mod, and they advised me to contact the developers of synergy. It's possible that using synergy on the server is causing the smoke entity to malfunction. On my server, there was a sudden increase in smoke entities, with over 24,000 entities appearing. Could you please investigate the possible causes of this issue?
done in 1.1.11
Wow!! It was so fast =D Thank you i'll check it asap and let you know if all ok
Hey! While testing the second day, I flew around the villages, lit torches and bonfires, and moved a long distance away from them. Apparently, the smoke entity is not spawning in crazy amounts. Thank you
Regarding the bug I discovered with the spinning wheel from immersive fibre craft:
Setting the "AttributeSyncResyncPreventionEnabled" to false does the trick.
Having it on definitly causes players to get stuck on spinning wheels and I don't know what else.
We also had rare encounters of people getting stuck on rafts, having this feature enabled.
oki! sorry for that. it's fixed in 1.1.10
Do you think this is possible to be used for 1.21.6? If tweaks must be made, that wouldn't be suprising.
Sorry, only 1.22 onwards.
No worries! Tungsten works in it's place, so its all good in the neighborhood.
FYI: I have disabled GcSustainedLowLatencyEnabled on our (particularly large) server as it appears to be causing extremely long freezes (10+ minutes). This started after adding Synergy.
The last line before the freeze was: "[Server Warning] [Synergy] Heap 31,648 MB exceeds threshold - triggering background Gen2 GC."
I was also able to dump the stacktrace using dotnet-stack. Here is the main thread:
[Native Frames]
System.Private.CoreLib.il!System.GC.Collect(int32,value class System.GCCollectionMode,bool,bool,bool)
System.Private.CoreLib.il!System.GC.Collect(int32,value class System.GCCollectionMode,bool,bool)
Synergy!Synergy.SynergyMod.MonitorHeap(class Vintagestory.API.Server.ICoreServerAPI)
Synergy!Synergy.SynergyMod+<>c__DisplayClass13_0.<ApplyGcLatencyMode>b__0(float32)
VintagestoryLib!Vintagestory.Common.GameTickListener.OnTriggered(int64)
MonoMod.Utils!dynamicClass.Vintagestory.Common.EventManager.TriggerGameTick_Patch1(pMT: 00007FFCD7EA7280,int64,pMT: 00007FFCD7ADE080)
VintagestoryLib!Vintagestory.Server.CoreServerEventManager.TriggerGameTick(int64,class Vintagestory.API.Common.IWorldAccessor)
MonoMod.Utils!dynamicClass.Vintagestory.Server.ServerMain.Process_Patch1(pMT: 00007FFCD7AF1A40)
VintagestoryLib!Vintagestory.Server.ServerProgram.Main()
VintagestoryLib!Vintagestory.ClientNative.CrashReporter.Start(class System.Threading.ThreadStart)
VintagestoryLib!Vintagestory.Server.ServerProgram..ctor()
VintagestoryLib!Vintagestory.Server.ServerProgram.Main(class System.String[])
VintagestoryServer!Vintagestory.ServerWindows.Main(class System.String[])
Thank you. the fix sadly is not worth it, so I published 1.1.8 that removes that optimization entirely. That's the only difference from 1.1.7.
So THAT is what was happening? I wasn't having issues, but the other players in the server were and couldn't explain it. I'll add this back, it's too useful for a server not to.
yeah. I'll do some extensive benchmarking in the next weeks to make it really smooth, but it is good enough for now nonetheless
any chance for 1.21.6?
only 1.22 onwards
I expect this is related to this mod, as got a crash during auto save:
It is, disable the save optimization for the moment, while I try to see if I can fix it.
done, should now be disabled altogether in 1.1.7
Hey using all three of your optimization mods for my server and players, wondering which config controls water and rain animations as I can't seem to find that out. Thanks in advance!
Rain is a particle system, in that case I don't think water is touched
What could cause small animals (baby deers, racoons, rabbits, etc.) to drown frequently in one block deep ponds? I suspect Entity Activation Range...
Perhaps they are underwater when I move more then 48 blocks away, but because breathing in whitelisted, they suffocate while not being allowed to move?
Oh yeah, the behaviors in water should have been whitelisted. They are now in 1.1.6.
Hey I'm curious, ever since installing your mods (all 3), there's been a desych between players where i can hear their sounds, but they don't show up for me. I can hear her running around in her chain mail, but she'll still be on the elk.
Also, which settings can i adjust because of the animals being really choppy in movement?
PLAYER INVISIBLE / STUCK ON THE ELK
So this one's actually a vanilla bug that's been around since 2021 — nothing to do with Synergy. The game sometimes just forgets to tell your client that another player moved or dismounted. Sounds still work because those go through a different system.
You can find other people reporting the exact same thing with zero mods installed:
- https://github.com/anegostudios/VintageStory-Issues/issues/3773
- https://github.com/anegostudios/VintageStory-Issues/issues/6687
- https://www.vintagestory.at/forums/topic/5643-players-sometimes-turn-invisible/
Synergy skips players entirely in every single optimization — player position sync uses a completely separate network path that we don't touch at all. Only workaround: the person who looks "stuck" disconnects and reconnects. That's it. It's been the only fix since this bug first appeared.
CHOPPY ANIMAL MOVEMENT
Yeah, this one's on me. Synergy reduces how often distant animal positions get sent to your client — from 30 updates/sec down to 15 for anything beyond 50 blocks. Fewer updates = choppier movement on your screen. To fix it, open Synergy.json in your ModConfig folder and set:
"DistanceBasedSendFrequencyEnabled": false
Still choppy? Also try:
"RepulseAgentsThrottleEnabled": false
Restart the server after making changes.
--
I will see what I can do to mitigate that in the next version.
Thank you so much, I will test those out.
Your mods is amazing!!
Inventory Dirty Scan is making it so there is a big delay to picked barries showing up in my inventory.
Thank you for the report. I released 1.1.4 that fixes this issue.
Thank you too for the quick patch.
This mod causes a bug that prevents drifters/other temporal mobs from spawning in rifts.
I confirmed this by testing this mod in isolation (using /debug rift spawnhere, on days past the introduction, with non-calm rift activity)
Oy, that was a side effect on one of the optimization. A fix is released nor in 1.1.3, Alindrome. Sorry!
Hi, we were having a small lag with item interaction. Moving them in inventory, picking them up. Which seemed to go away when the mod was removed (this even with low player count). I'm not the server owner, so there's not a lot i can provide from this particular case. It's not a heavily modded server, literally just a few mods (Carry on, butchering, notice board, probably one or two more but that's it). It was updated to 1.22.1, the issue remained and disappeared after removing the mod.
Hello! Thanks for the report. I might have found a possible way to mitigate that, please test 1.1.2 if it works!
Will be on a 1.21.x ?
only 1.22.0 onwards.
Is this like Tungsten in terms of "*might* convey a benefit to singleplayer sessions" or is this purely a multiplayer optimization package?
Thank you for your invaluable work in getting this resource hog of a game working 🤟
It's like Tungsten! Since VS is already optimized this helps more servers with more players. You can maybe see it locally but it's close to negligible. It probably won't make it worse, for sure.
Not compatible with Immersive Fibercraft
Crashes when getting out of the the mod's chair (spinning wheel or loom)
now it is!
Incompatible with XSkills
Stack overflow.
Repeated 16363 times:
SyncedTreeAttribute.RemoveAttribute
Synergy.Server.AttributeResyncPrevention.Prefix_RemoveAttribute
XSkills.Survival.OnLuminiferous
→ Ability.OnTierChanged
→ LoadPlayerSkillSet
→ RemoveAttribute (patched)
pretty cool